
A first-person fight to the death in the depths of space!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99−70% | 9.8Kreviews | 91% | — | $2.1M |
| $11.99−70% | 1.5Kratings | 87% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 916 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3]I had to play this game for a while, before I realized what a masterpiece it really is.[/h3] Requires attention and deliberate slowdown: you'll need to listen to audio logs to unfold the story, make notes on the map, manage resources/inventory and use your brain to find your way as there's no handholding. All of this mixes well with the tense space-horror atmosphere, which is very original and genuinely unsettling at times, yet there's some dark humor to it as well. I jumped into this game with an FPS-mentality and came out understanding what an immersive sim is. (BTW it runs well on Steam Deck, but a desktop with KB/M and bigger screen, is where the gameplay really shines)
TL;DR: A beautiful, immersive, and extremely engaging immersive sim that expects players to pay attention. No handholding to guide you to the next objective, forcing you to rely on audio logs, maps, notes, and observation. The station is a joy to explore, but the Cyberspace sections, repetitive boss fights, and a handful of technical annoyances prevent it from being an all-time classic. Player Context: Completed the game in roughly 35 hours on Normal difficulty across Mission, Combat, Puzzle, and Cyberspace settings. This was my first experience with the System Shock series; I have never played the original game or System Shock 2, though I was aware of their influence on later titles such as BioShock, Deus Ex, Thief, Dishonored, Vampires Bloodlines - games that I played the hell out of in my childhood. Like BioShock (its most direct spirtual successor), you are dropped into a hostile environment with very little explanation of what is happening around you. Progress depends on paying attention to audio logs, emails, environmental clues, and the station's layout. But unlike similar games, System Shock is far less interested in guiding the player. There are no quest markers (at least on Normal Mission difficulty), no automatically updating journal, and no NPCs standing around waiting to tell you where to go next. The Good: The greatest strength of System Shock is the station itself. At first glance the nine decks appear intimidating, but they all follow a fairly logical structure. Most consist of a central hub connected to multiple wings or sectors. Once I understood this pattern, navigation became much easier. Signs, room labels, landmarks, and environmental clues constantly helped me. Progression often feels almost Metroidvania-like. You will frequently discover locked doors, inaccessible routes, dangerous areas, overly tough fights or puzzles that cannot be solved immediately. The solution may not arrive until several hours later. While this results in a significant amount of backtracking, it didn't feel arbitrary. Returning to an earlier area with a new code, item, or piece of information felt rewarding rather than tedious. As mentione before, there is no quest journal that automatically summarises every objective. If an audio log contains an important code, you need to remember it or return to it later to refresh your memory. I found myself constantly marking the map with reminders, key codes, items I dropped off for later, overly dangerous encounters, and other locations worth revisiting later. Although I would have preferred the ability to place notes with a simple right-click over the map to add or remove reminders, than clicking the icon and dropping a reminder on the map. A useful tip for new players: reduce each deck's security level to 0% as soon as possible. Destroying CPU nodes reveals fragments of a six-digit code required much later in the game. Recording these numbers early can save a substantial amount of backtracking during the middle portion of the campaign (would have shaved off about 6 hours of my playtime). Visually, the remake strikes an excellent balance between modern graphics and retro aesthetics. The low-resolution textures, chunky interfaces, and retro-inspired visual effects evoke the original game's era, while the geometry, lighting, and environmental detail are unmistakably modern. The result reminds me somewhat of the Prodeus boomer-shooter, deliberately old-school in style in places, but with a modern gaming engine. The audio design is equally impressive. Weapons sound powerful, machinery hums throughout the station, voice-acting was solid, and SHODAN's presence constantly looms over everything. Combined with the station's atmosphere, the game creates a persistent sense of tension and isolation, much like Rapture from BioShock. Performance was excellent throughout my playthrough. Running on Linux, I maintained roughly 120 FPS with stable frame times and experienced no significant technical problems. I did experince two crash to desktop errors, unsure if its just the game or linux the issue. The Bad: Not every aspect of the remake benefits from its retro inspirations. One issue I encountered repeatedly was enemy visibility. Even with draw distance settings maximised, enemies would occasionally detect and attack me before they became clearly visible on screen. While most of the station consists of tight corridors where this is less noticeable, the larger areas later in the game can result in frustrating situations where the first indication of an enemy's presence is a plasma bolt impacting your face. The interface is generally clear and easy to read, but some quality-of-life improvements would be welcome. It is easy to forget which cybernetic modules are currently active and accidentally drain energy reserves. A more prominent indicator for active upgrades would help considerably. Several default control settings are also questionable. I strongly recommend disabling automatic toolbar sorting, changing aim-down-sights to a toggle, and enabling toggle crouch. These small adjustments make the game considerably more comfortable to play. The game's retro visual style, which I did say I enjoyed, occasionally works against it during puzzle sections. Certain puzzles require identifying specific symbols or patterns, and the deliberately chunky textures can sometimes make important details harder to distinguish than they should be. The Ugly: The Cyberspace sections are easily the weakest part of the game. Nearly every deck contains at least one mandatory Cyberspace encounter, most are required for progression. These sequences take place in a six-degrees-of-freedom virtual environment reminiscent of the Descent games. Unfortunately, they were never fun and quickly become repetitive on top of that. Movement felt floaty, weapons (of which there is only two) lack impact, enemy variety is extremely limited, and the objectives never evolved beyond entering a room, destroying enemies, avoiding mines, and shooting a central structure to unlock a nearby door. The original System Shock's Cyberspace sequences were apparently controversial as well, and after playing the remake, it seems like NightDive committed to the bit. Looking back, I wish I had lowered the Cyberspace difficulty before starting my playthrough, not because they were hard, but because they were tedious. The boss encounters are similarly disappointing. With the exception of the final confrontation, most can be solved using the same basic strategy: hide behind cover, throw an EMP grenade, then unload damage while the target is stunned. After the creativity and freedom offered throughout the rest of the game, the bosses feel surprisingly simplistic. Conclusion: System Shock succeeds because it respects the player's intelligence. It expects you to observe your surroundings, pay attention to information, make notes, and gradually build a mental understanding of the station. In an era where games are terrified of letting players become lost, System Shock is refreshingly confident in its design. The station is fascinating to explore, the atmosphere is exceptional, and uncovering its secrets is consistently engaging. Just be prepared for a lot of backtracking, some disappointing boss fights, and Cyberspace sequences that wear out your patience.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 15: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Turkish +1 more
| $39.99 |
| 686ratings |
| 86% |
| — |
| not modelled |
| $39.99 | — | — | — | not modelled |
| $39.99 | — | — | — | $0 |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 921 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Boring remake that ruins the original tone with floaty and unsatisfying combat, ugly faux-retro graphics, and boring ambient music. The original game had so many cool things like a fully simulated player that could crawl, lean, mantle surfaces, guns with so much recoil you would physically lurch backwards while firing, and a great dynamic soundtrack to keep the action going as you went through the game. Just play Bioshock 2 or Prey instead if you want a modern System Shock style game.
Template for a successful remake - spirit of the game was kept inside, body was enhanced and flaws reduced. Good gunplay, pretty smooth movement, environmental riddles and exploring. Difficulty setting which adds time limit for you to finish main mission gives amazing experience as games over the years decided to leave any tools which could impact the player in any negative way. Legacy assets appear from time to time giving you a small dose of nostalgia. There are few annoying moments but besides that, you can expect excellent trip to a highly interactive station which after few hours will become your new home.
This is a striking example of an old classic successfully brought into the world of modern 1080p gaming, giving tody's gamers the opportunity to experience a foundational game, while learning something about the evolution of gaming since System Shock was an influence on later games like the Bioshok and F.E.A.R. series. And throughout almost the whole game I would have strongly recommended it, but it's ultimately capped by one of the worst boss battles I've ever seen, and I've played a lot of games. The final battle should be a culmination of the game, a test of everything you've learned in the game. But here, in the end, the whole game is tossed out and replaced with an arcade-style, bullet hell, spray 'n pray shooter. You're stuck in "cyberspace" with weapons you're completely unfamiliar with, you have to slog your way across three platforms swarming with flying enemies who have tiny hitboxes, and there's no health items, no healing and no checkpoints despite the length and multi-phase nature of the fight. Just to frost the cake there's a long, unski[ppable cutscene that you have to sit through every time you re-try the fight. I spent a few hours on this but rarely got more than about halfway through the second platform. In addition to everything else the whole thing is buggy, with enemies getting stuck on geometry or failing to spawn in. Overall, it's just absurdly difficult for those who don't have a lot of bullet hell experience. And why would you ? There's nothing else like this in the entire game. It was an interesting, challenging experience but ultimately I can't recommend it. I'm completely baffled by the choice to end it like this, it just makes no sense after everything the player has gone through over the course of dozens of hours. I'm not unhappy I played it, it was a worthwhile experience, but I feel very frustrated at finding an ending to such a long, difficult game effectively barred by a final battle that's a massive difficulty spike for no apparent reason.
There is a "just do and find out" philosophy to this game. No obtrusive objective markers, yellow paint on scalable walls, nor long-winded instructions. Instead, you roam and briskly dip in an out of lively combat, action which is countervailed by a foreboding, watchful presence. Move, pick what seems useful or important, test, move on. No nonsense, no tuft between. And yet, System Shock is not some run-of-the-mill, let alone mindless shooter, no, it is a game you think about long after you had completed it. There is weight behind its story, behind the chilling musings scattered across the station. You become overwhelmed with the wrongness around you and fight not only to finish the game, but also for the sake of people who spoke to you, for the sake of humanity. You finish with a sense of pride or even justice. It feels deserved, it feels meaningful.
Even as a fan of survival horrors, old and new, this wasn't for me. Started off very promising but quickly became frustrating. Navigating the map and keeping track of all the areas became a chore early on, there's lots of scrap to be fabricated and converted to credits, but a serious lack of ammo and dermal dispensaries. Enemies never stop respawning, even if you hit 0% security level, which I wouldn't mind, but when you're trying to finish a puzzle or connect two pieces of a quest together, it gets a bit annoying. For the most part - for me, anyway - the visuals were nice, but there were lots of textures that looked 144p compared to the rest. I'm sure a lot of people will like this one, but it felt like a chore to play after 2-3 sessions.
A really great and immersive experience! The initial plot is quite simple but interesting, you need to survive in a station managed by a rogue AI on a power trip. There is a bit more than that but you get the idea. [h3]Immersion[/h3] Even though I've never played the OG version, I can feel the design of the 90's gaming era is still here. Where you have basically just an introduction to the base plot and what to expect, then you are dropped and you have to get by yourself. There's no hand-holding, no yellow paint, no quest marker etc... This may put some people off, but for me it's the thing that make me love the game, it rewards a lot the exploration, experimentation and makes it far more immersive. It wasn't an unforgiving experience for me, it just requires you to listen carefully to logs, write stuff down like codes you see or anything else that seems strange (I would love a integrated note feature, but the Steam Note is a bless, don't be shy to use it). If you do that the game is smooth and you will never feel stuck. When I get confused about what to do, I just take the time to read the logs and the confusion doesn't last long. I have only been stuck 1 or 2 times, I had the right mindset to approach the problem, but I was just blind like a mole and pass in front of the key thing several times without seeing it. And it's not completely blurry, the game gives all the necessary tools. You have a minimap with vending machine, recycling station etc marked on it, you can find your logs and read them again, a panel with the station status etc. [h3]Ambience/Levels[/h3] The station is arranged over several levels, which can be accessed via an elevator. I first thought it was like a linear level selector system, but it's more like a big organic map. There are some complaints about backtracking due to need to switch between levels but I didn't feel this way, it makes the station more "alive" for me. Each level has its mood and visuals and I never felt it was repetitive. Sound and music are really good too. The ambient soundtracks suit the game really well and turning in a more punchy and intense during actions moments. The animations are very polished, you have a lot of them when you interact with things for the first time. SHODAN is a great antagonist and I love her voice design. [h3]Gunplay[/h3] The game provides a lot of offensive tools, including ballistic and energy weapons (and almost no copy-pasted weapon, each one has its quirk), various ammo types, grenades, dermal patches to boost stats etc. A very good bestiary, that makes use of each weapon category, some are better against flesh while others are better against metal/robot. Gunplay is grounded and "tactical", by that I mean it's not a fast-paced shooter, so you need to take cover to avoid damage, heal or recharge yourself, and handle the enemies depending on their type. Weapons feel good, great design, cool animations and nice sound-effects. [h3]Inventory Management[/h3] The game requires also some inventory management, like Resident Evil management.Yyou can't have everything on you, so you need to prepare yourself, manage your weapons and ammo, and make room for key items etc. I liked the inventory management of RE so it's a positive point. The cargo lift system could have been better with more space in it, it works like the storage of save room from RE, where you can find your stuff on each level without going back, but it's way too small. My only "complaints" are about the storage stuff I mentionned above and also the cyberspace that is... ok (but prone to causing motion sickness), I would have prefered a less arcadey mini-game for the hacking part. However, it's not bad either, and there are only a few so it's ok. [h3]Conclusion[/h3] From what I have seen and read, it's a truly faithfull remake of the OG version and I can only congratulate the devs for that. It's an excellent example of how remake should be done like the RE1 remake, a remake should keep the core and maintain the essence of the OG while improving on it. Discovering that the OG is from 1994, only 1 year after DOOM 1, 4 years before Half-Life is mind blowing, way ahead of its time and a pioneer of the genre. An excellent immersive game with a lots of features to play with. I recommend if you like figuring things out yourself, exploring and experimenting. And a big thank you to Nightdive for the remake! And I hope for an SS2 remake with the same treatment and love!
Критиковать ремейк 2023 игры 1994 года очень глупо и в какой-то мере даже несправедливо, но я давал скидку этой игре на её возраст. Метаясь между пальцем вверх и пальцем вниз, я всё таки выбрал вниз по ряду причин: Отвратительный левел дизайн. Я словил кайф ползя по вентиляции раз шесть, после очередной смерти в инженерном отсеке, без возможности применить ускорение. Ещё больше меня порадовал уровень реактор, от меня теперь фонит так, что счётчики ломаются. Ну и крутейший финальный сегмент, от которого просто хочется рыдать насколько всё плохо. Это я ещё не упомянул фрустрирующий бэктрекинг, где опять нужно будет ползти, КАЙФ. Отсутствие логов, и информации о выполненных задачах. Если вы столкнулись с тем, что не помните своё прошлое действие, или по мере эксплоринга одной или даже двух локаций вы забыли, что от вас нужно, то это ваша вина. Я не прошу какого-то маразма по типу маркеров на карте или меток на экране, просто нужна информация о рычаге, который ты потянул, а не только его НЕГОВОРЯЩЕЕ название. Рукотворные маркеры не гасят эту проблему от слова совсем из-за того, что порой не понятно, что ты вообще разблокировал и для чего это. Ужасный менеджмент инвентаря. Игра тебя неиронично наказывает за то что ты хочешь распробовать все пушки в игре или их улучшить, ограничивая тебе инвентарь, и с каждым часом проблема всё хуже и хуже, ведь с пушками меньше инвентарь, следственно меньше места под мусор, который конвертируется в деньги. К слову гумозный не только инвентарь но и хранилище. Я бы понимал если игра была бы сурвайвл, но проблемы с патронами есть только в двух этапах игры- в начале и в конце, где в начале тебе дают милишку против болванчиков, а в конце высирают тоннами врагов, из-за чего боеприпасов тупо не хватает на всех. Улучшений инвентаря на всю игру ДВЕ штуки, круто, да? Кислотная стилизация. Не знаю как у других, но у меня сильно устают глаза, после игры. Даже смена цвета худа откровенно говоря не помогает. Ужасное освещение, особенно в финальной локации, где на фоне чёрной стены, в далеке в тебя стреляет чёрный робот, а твоя пушка перед экраном искрит, пердит, ярче солнца, из-за чего в висок себе хочется весь этот набор светяшек перенаправить. Приятные стороны игры. Зачищать локацию, снижая уровень безопасности до нуля бывает приятно, ну зависит от того какая локация, что выглядит, как кот в мешке. Мини-игры прикольные, головоломки на электросчётчиках качественно сделаны, атмосферные аудиологи и прокачка оружия, но это буквально капля в море, Рационализируя свои эмоции я пришёл к тому, что думал только о том "Когда же это кончится", чем получал удовольствие. Если вы как и я повелись на положительные слова в интернете, то подумайте дважды, а то и трижды нужен ли такой опыт. Либо играйте в оригинал, там то спроса за претензии, если они есть, меньше, ведь это не ремейк.
Always wanted to play this game (OG version), but the terrible UI prevented me from even trying. This remake made my day. This is our time, this is when we play the game yall. They did it, its amazing. You wanna play this.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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